diff options
author | Antony Riakiotakis <kalast@gmail.com> | 2015-03-20 17:26:13 +0300 |
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committer | Antony Riakiotakis <kalast@gmail.com> | 2015-03-20 17:26:13 +0300 |
commit | 07b2508305d58d0c772464f9a174fca2b96036c2 (patch) | |
tree | e224074efb61874b31e9b67f57b7cbdc0544c58f /source/blender/gpu/intern/gpu_codegen.c | |
parent | 3d6642db835a9e35ea15cf9f856ce047447690ca (diff) |
Fix high quality depth of field on the Mac.
Quite a few things wrong here:
* Mac did not support EXT_draw_instanced, only ARB_draw_instanced
* Draw instanced did not work unless data came from vertex buffer, which
is second time we see weird things with vertex arrays in mac
* There were a few stupid mistakes by me as well, such as binding to
uniform locations for the wrong shaders (it's a wonder it ever worked
:p)
Diffstat (limited to 'source/blender/gpu/intern/gpu_codegen.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_codegen.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c index fcfb68d4629..113ed8e341c 100644 --- a/source/blender/gpu/intern/gpu_codegen.c +++ b/source/blender/gpu/intern/gpu_codegen.c @@ -1419,7 +1419,7 @@ GPUPass *GPU_generate_pass(ListBase *nodes, GPUNodeLink *outlink, /* generate code and compile with opengl */ fragmentcode = code_generate_fragment(nodes, outlink->output); vertexcode = code_generate_vertex(nodes, type); - shader = GPU_shader_create(vertexcode, fragmentcode, NULL, glsl_material_library, NULL); + shader = GPU_shader_create(vertexcode, fragmentcode, NULL, glsl_material_library, NULL, 0, 0, 0); /* failed? */ if (!shader) { |